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SPLICERS Packlord with Shredder Gore Hound

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Written by Splice Master, Lance "Guy LeDouche " Colley, and Co-created with myself (Chuck Walton II) and Chris "Slappy" Kluge, the Packlord and the new Shredder Mauler Gorehound are a new Splicers RPG OCC Specialty Upgrade and new Warmount type for the Packmaster OCC that made it’s debut in the issue of a Rifter# 73, Adventure Article with all "Official" source material titled “Splicers: I Am Legion,” the second episode published by Palladium Books.

palladium-store.com/1001/produ…

Below is the write-up which speaks for itself:

Packlord - Elite Packmasters, proven in the field can become eligible to specialize their craft as a combat variant called the "Packlord." These variants are designed specifically for excursions, close combat and hunting. Packlord's are gifted a prestigious Packlord Armor that is nearly the same hide armor as the Elite Packmaster Armor (featured in Rifter 59 Page 27, minus the Elongated Legs, Leaping Legs and Retractable Bone Blades). Instead, the Packlord's Armor has been equipped with Organic Thrusters built into its backpack and lower legs for fast flight and leaping capabilities to keep up with his Gore pack. Instead of having retractable Bone Blades, the armor has armored gauntlets that each house a retractable armor plated, serpentine tentacle that secrets a Bio-Napalm. These wicked symbiotes are bonded to the Packlord's armor and are well deserving of their name, "Gore Tentacles." As they pierce and burrow their way throughout their opponents, causing 4D10 M.D., plus an additional 1D8 per melee attack until removed. The gored victim will also be severely burned by a sticky Bio-Napalm substance that is secreted a by the Gore Tentacle, which burns and disintegrates the internals of machines and living creatures alike. The chemical is the same Bio-Napalm produced by the Burner (in Splicers Role Playing Game page 134). It is because of this deadly new weapon's use against fellow Splicers and the bio-E strain placed on the wearers, that House Artemis placed a restriction on the reproduction of these suits to only the elite of Packmasters (5th level or higher). Anyone lower than this rank and tolerance, looses control of the Gore Tentacles and falls unconscious.

New Gore Hound Type - Maulers

 Maulers are melee combat specific versions of the loyal, more versatile Gorehounds. To become a Mauler, the Gore Hound is returned to the Gene Pool for a number of months. When it emerges, its form and genetic make-up have been completely redone. Heavier and much more powerfully built, Maulers are extremely aggressive and very difficult to control, requiring extreme focus and concentration from the Packmaster. Most Packmasters/Packlords strategically unleash the Maulers upon adversaries, because once the hounds are engaged, they are difficult to pull off of a victim or might refuse to retreat (even if near death). If a Mauler is engaged in melee combat, the Packmaster must lose one attack per melee and reduces initiative by half if trying to control, divert or re-direct the Gore Hound. Each additional Mauler that the Packmaster has to regain control of subtracts an additional melee attack/action. Only seasoned Packlords (Levels 9 or higher) have a better control over Maulers (initiative is only reduced by -1 and no actions/attacks are lost). Maulers are loyal to their Packmasters/Packlords and to other Bio-Tech hounds, but their prey drive will easily trigger them to attack alien predators (28% chance), War Mounts (14% chance) and even animal-like Host Armors (11% chance) without provocation, including allies (7% chance). House Artemis created the Mauler strain years ago, but considered them too unpredictable so they only produce them in limited numbers. Unfortunately, agents from House Janus acquired the genetic code and used it to turn a large percentage of their Gorehounds into Maulers. The Maulers are a bit of a double edged sword. They are not nearly as fast or versatile as standard Gorehounds. Additionally, they lack the patience needed missions not involving direct combat, such as search and rescue, demolitions detection, or reconnaissance. Maulers are only good for combat and killing; in these areas they excel. Currently, there are three basic Mauler configurations that have been developed; each with its own suite of enhancements and specialty for close quarter combat. Note: If the Gore Hound already has any of the listed Enhancement(s) before the Mauler augmentation, then that Gore Hound receives the pre-invested Bio-E points back and is allowed to spend the points on something else. Once the process has been complete, any enhancements added following the Mauler conversion require double the usual Bio-E cost. Maulers will only listen to Packmasters (even non-elite) if their Packlord has fallen unconscious or has been killed. Because of this challenge and House Janus's reckless nature, some rogue feral packs of Maulers have been sighted.   

Shredder Type: The most alien looking of all the Maulers, Shredders appear to be a mass of walking spikes, serrated spurs, teeth, and horns. Able to absorb tremendous punishment and virtually impervious to pain, Shredders think nothing of jumping in where the fighting is the thickest. To create a Shredder, the Librarians will enhance a Packmaster's pre-existing Gore-Hound with the following Bio-Enhancements and changes: Advanced Senses, Acid Blood, Horned Defense, Increased M.D.C. (x2), Reinforced Exoskeleton, Suction Cups and Gripping Hairs, Combat Tail and each leg has a row of four Combat Spurs. The Shredder earns its name with a devastating set of bio-organic chainsaws housed in its upper and lower jaws. Each jaw has independent rows of rotary teeth resembling serrated blades that cause overwhelming damage (1D8X10 M.D.) to anything bitten by a Shredder. Shredders are dicers in melee combat and with all the spikes, horns, and serrated edges, they are extremely difficult to parry, entangle, pin or grapple with (Opponents reduce all parry bonuses by half). However, despite their playful nature and eagerness to romp and roughhouse, they are very difficult to train and to play with. Trying to pet a Shredder is like trying to pet a squirming, wiggling blender running at full speed. When Shredders are excited, even fellow platoon members know to look out to avoid undesirable slashes when they dart off.

Height: 4.5 feet (1.4 m) at the shoulders, 6 feet (1.8 m) to the top of the head.

Width: 3 feet (0.9 m) shoulder to shoulder. Length: 10.5 feet (3.2 m) tip of nose to end of tail.

Weight: 560 pounds (254 kg).

Augmentation/Gestation Period: Two months gestation plus another three months growth.

Penalties: Shredders simply ignore pain. While this may sound like a good thing, Shredders will often take on anything, easily biting off more than they can chew and fight until they collapse (down to one M.D.C.), ignoring discomfort, injury and blood loss and without noticeable physical penalties/incapacitation. This can lead to severe injury, complications and death, even when seeking medical help could have stopped bleeding and prevented further damage. Packlords must always keep a close eye on Shredder hounds.

Hope you ENJOY! More to come, so stay tuned, get the Rifters and experience this cinematic  adventure as it continues to unfold.

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JeanLucCaptain's avatar

It sucks to want these books right now. shipping from Palladium is literally the price of the book x2. Amazing art and really makes me want to buy!